Bill Zebub
“It’s probably Matt Mercer’s fault.”
I'm learning to really appreciate a la carte design, but a potential pitfall is that the designers miss some unintended combinations that the community figures out.
If they're options available to player decisions, I prefer universal.[This is part of my ongoing effort to get a solid conceptual foundation for my own RPG design, so the goal is to get a sense of what other folks like and don't like in the domain of the subject.]
So what do you think? How do you prefer options be presented and available, and do you think they are better universal to the system, or built into character build choices?
Fun idea = start with blank paper, then just run an adventure for your group. No character sheets, no rules, not even set dice. As you need to make things matter, write it down. Character does a strong thing? write down 'strong' and give them a bonus for doing strong things. GM need NPC to know a thing? roll to see what they know, or just make it up - then write it down. Let your own voice and gameplay inform what 'matters'. Then just codify that and refine that.[This is part of my ongoing effort to get a solid conceptual foundation for my own RPG design, so the goal is to get a sense of what other folks like and don't like in the domain of the subject.]
Exalted 3e has lots of options. And GURPS has lots of options. It does lead to decision paralysis and it leads to a bunch of 'dead weight' options that were taken but not really used. All other games that do this have the same issue. I am not sure what this says, only that i can confirm these things 100% of the time when they exisit.I like the idea of having lots of options available to players at any given time, but I also acknowledge that the more options available, the more likely some players end up with option paralysis.
Well... I say spend a few months playing and running nothing but Dread. Then see what your thoughts are.So what do you think? How do you prefer options be presented and available, and do you think they are better universal to the system, or built into character build choices?
I have done "naked GMing" before and enjoy it, but have not used it for the purpose of trying to build a foundation for a new system. Interesting idea.Fun idea = start with blank paper, then just run an adventure for your group. No character sheets, no rules, not even set dice.
Again, it is waaaaay too early for that. I am just in the conceptual stage and interested in what folks think about these topics independent of me saying "My game will look this this!"So in the end, i think all are great, both are good, do whatever makes your game bestest!![]()
Ohh ohh! Here is another one for ya! = Run a game where combat and harm is not allowed or even possible. Not as in you run away from everything, but that all problems big and small, life and death - are resolved via some other way, one that never causes harm, damage or loss of agency. A great self study of what happens when the world/setting of the game has to acknowledge its own social systems and it highlights what intrigue really is! (beyond just a few lucky persuasion checks )I have done "naked GMing" before and enjoy it, but have not used it for the purpose of trying to build a foundation for a new system. Interesting idea.
I hear ya. Just offering encouragement. Now is such a great time to explore gaming! There are soooo many cool games!Again, it is waaaaay too early for that. I am just in the conceptual stage and interested in what folks think about these topics independent of me saying "My game will look this this!"

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.